From d0ae0274322dbd5937927dfe9952956dcadd2a79 Mon Sep 17 00:00:00 2001
From: zzzmike <85382350+zzzmike@users.noreply.github.com>
Date: Thu, 7 Dec 2023 17:06:46 -0800
Subject: [PATCH] Minor sound changes and clarity. (#5088)
# About the pull request
Adds the armorequip noise when backpack, uniform, shoes are unequipped.
Changes the whoosh (disarm-stun) noise to only trigger when you stun
someone. Adds sound to tablestun, and changes tablestun text to be more
clear to new players that it stuns.
# Explain why it's good for the game
In human vs human fights, sometimes your backpack/uniform/shoes get
stolen. The armorequip sound is a good clue to draw attention to when
this happens, both for the victim and the attacker, so adding it to a
few more important gear pieces should be a benefit in these fringe
cases. The effect is subtle enough, and the situation rare enough, that
I don't think it would be too much. The whoosh sound is currently
triggering when you "disarm" someone even when they are holding nothing
in hand, which doesn't make sense. Now it's reserved for when a
disarm-stun goes off. Swoosh sound added to tablestun, because tablestun
being silent doesn't make sense. From my experience talking to players,
tablestun is not very well known outside of veteran players who
familiarized themselves with that niche interaction, so adding a sound
and changing the text to make the effect clear should be a benefit.
# Testing Photographs and Procedure
Screenshots & Videos
(https://www.youtube.com/watch?v=ElOAaq0dYcg&ab_channel=MK)
# Changelog
:cl:
spellcheck: tablestun text is more clear that it stuns
soundadd: unequip noise added to uniform, backpack, shoes.
soundadd: sound added to tablestun
sounddel: for disarms, whoosh only triggers on stun. otherwise, the miss
sound plays
/:cl:
---
code/game/objects/items/storage/backpack.dm | 1 +
code/game/objects/structures/tables_racks.dm | 9 +++++----
code/modules/clothing/shoes/marine_shoes.dm | 1 +
code/modules/clothing/under/marine_uniform.dm | 1 +
code/modules/mob/living/carbon/human/human_attackhand.dm | 2 +-
5 files changed, 9 insertions(+), 5 deletions(-)
diff --git a/code/game/objects/items/storage/backpack.dm b/code/game/objects/items/storage/backpack.dm
index 5b77b9149a53..412dcf164cd4 100644
--- a/code/game/objects/items/storage/backpack.dm
+++ b/code/game/objects/items/storage/backpack.dm
@@ -17,6 +17,7 @@
/obj/item/storage/firstaid = list(SKILL_MEDICAL, SKILL_MEDICAL_MEDIC),
/obj/item/storage/toolkit = list(SKILL_ENGINEER, SKILL_ENGINEER_ENGI),
)
+ drop_sound = "armorequip"
var/worn_accessible = FALSE //whether you can access its content while worn on the back
var/obj/item/card/id/locking_id = null
var/is_id_lockable = FALSE
diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm
index df6bb5c69ecc..736427606683 100644
--- a/code/game/objects/structures/tables_racks.dm
+++ b/code/game/objects/structures/tables_racks.dm
@@ -276,8 +276,8 @@
if(user.grab_level > GRAB_AGGRESSIVE)
if (prob(15)) M.apply_effect(5, WEAKEN)
M.apply_damage(8, def_zone = "head")
- user.visible_message(SPAN_DANGER("[user] slams [M]'s face against [src]!"),
- SPAN_DANGER("You slam [M]'s face against [src]!"))
+ user.visible_message(SPAN_DANGER("[user] slams [M]'s face against [src]!"),
+ SPAN_DANGER("You slam [M]'s face against [src]!"))
playsound(src.loc, 'sound/weapons/tablehit1.ogg', 25, 1)
else
to_chat(user, SPAN_WARNING("You need a better grip to do that!"))
@@ -285,8 +285,9 @@
else if(user.grab_level >= GRAB_AGGRESSIVE)
M.forceMove(loc)
M.apply_effect(5, WEAKEN)
- user.visible_message(SPAN_DANGER("[user] throws [M] on [src]."),
- SPAN_DANGER("You throw [M] on [src]."))
+ playsound(loc, 'sound/weapons/thudswoosh.ogg', 25, 1, 7)
+ user.visible_message(SPAN_DANGER("[user] throws [M] on [src], stunning them!"),
+ SPAN_DANGER("You throw [M] on [src], stunning them!"))
return
if(HAS_TRAIT(W, TRAIT_TOOL_WRENCH) && !(user.a_intent == INTENT_HELP))
diff --git a/code/modules/clothing/shoes/marine_shoes.dm b/code/modules/clothing/shoes/marine_shoes.dm
index edd988090d64..c7eb4ba53982 100644
--- a/code/modules/clothing/shoes/marine_shoes.dm
+++ b/code/modules/clothing/shoes/marine_shoes.dm
@@ -21,6 +21,7 @@
var/armor_stage = 0
items_allowed = list(/obj/item/attachable/bayonet, /obj/item/weapon/throwing_knife, /obj/item/weapon/gun/pistol/holdout, /obj/item/weapon/gun/pistol/clfpistol, /obj/item/tool/screwdriver, /obj/item/tool/surgery/scalpel, /obj/item/weapon/straight_razor)
var/knife_type
+ drop_sound = "armorequip"
/obj/item/clothing/shoes/marine/Initialize(mapload, ...)
. = ..()
diff --git a/code/modules/clothing/under/marine_uniform.dm b/code/modules/clothing/under/marine_uniform.dm
index a950b4de3d94..6e92d0bd1343 100644
--- a/code/modules/clothing/under/marine_uniform.dm
+++ b/code/modules/clothing/under/marine_uniform.dm
@@ -17,6 +17,7 @@
armor_rad = CLOTHING_ARMOR_NONE
armor_internaldamage = CLOTHING_ARMOR_LOW
flags_jumpsuit = UNIFORM_SLEEVE_ROLLABLE
+ drop_sound = "armorequip"
///Makes it so that we can see the right name in the vendor.
var/specialty = "USCM"
///List of map variants that use sleeve rolling on something else, like snow uniforms rolling the collar, and therefore shouldn't hide patches etc when rolled.
diff --git a/code/modules/mob/living/carbon/human/human_attackhand.dm b/code/modules/mob/living/carbon/human/human_attackhand.dm
index 354d9c759f23..dfbc2c971a8c 100644
--- a/code/modules/mob/living/carbon/human/human_attackhand.dm
+++ b/code/modules/mob/living/carbon/human/human_attackhand.dm
@@ -175,7 +175,7 @@
else
drop_held_item()
visible_message(SPAN_DANGER("[attacking_mob] has disarmed [src]!"), null, null, 5)
- playsound(loc, 'sound/weapons/thudswoosh.ogg', 25, 1, 7)
+ playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, 7)
return
playsound(loc, 'sound/weapons/punchmiss.ogg', 25, 1, 7)